So that REALLY SEXY ship used to be an HW2C HOD - and you did the process (with edits?) - and got what I see there? It’s great!
It may be dark for a few reasons:
The ship shaders for RM ‘curve’ the inputs - dark will be really dark, light moreso light - @scole may be able to weigh in on how they learned to calibrate that.
If you didn’t create a custom _REFL map you’re getting black - so the background isn’t adding light like it does for HW:RM ships - which would certainly lead to a darker ship, most obviously away from the actual key/fill where maybe the skybox would have added brightness.
Overall though - it looks really good. Did you check the DAE in any toolset?
I used your example script with some modifications to walk the classic hods through without any massaging, and this is the output. I haven’t yet checked out any of the dae or texture outputs manually, just launched into the game in search of shiny things.
This sort of shot is like crack to me:
There’s some open/launch animations that don’t seem to be playing, though
Animations should be okay, indeed if there was a MAD in HW2:C mode, it should come out in HW:RM mode the same, only likely smaller (the old exporter loved to waste space duplicating strings). If you have a specific issue - feel free to PM me a link with the old HOD, and I can see what’s up.
are you saying we can convert old hw 2 c mod hods to HWRM now ??? if so OMG thank u i got over 500 ships to convert and over 300 subsystems … 22 races = too many and maybe was a bit too much lol.
Yes, with a few key catches (like the size mismatch issue @EatThePath hit for some models…) - you can convert to DAE, then use HODOR to go back to HOD proper - both for HW:RM, but also when we jump to the new format, very easily convert to that (one shot with the right scanning script).
If you want to attempt a ‘batch’ convert - check out the stuff I said above about using a path scanning script - it makes the work quite breezy.
Awesome. At the Rebirth mod we’re using some placeholder models from Complex Enhanced for internal testing while we work on our homegrown assets. Thanks to this simple conversion, a lot of visual bugs were fixed on these placeholders.
You’ll all be pleased to know that (after removing the backgrounds folder temporarily) a mass export to DAE was completed on the Star Trek: Continuum mod files!
I’m running the DAE to HOD now so I can do some testing, post some picks etc but it’s taking much longer
Same here, Warlords now has lots of DAE files and that should make things way faster to edit. I haven’t batched back to hod yet, still doing spot tests of key ships
however I realized how much work it will be just to get normal maps on ships… 2048x2048 will not cut it for the normal map on the SSD it just looks… ugh
RODOH was successful at converting the SSD without issue, so it looks like having 250 weapon hard points and lots and lots of everything else converts just fine! though I have had a few ships complain about a lambert shader, I looked in the material in the dae and didn’t see anything about lambert in the SHD entries
also I had a few ships that had RODOH errors that just returned ‘000000000’ I noticed that happened when I tried to convert a new hod with rodoh by accident, but this one was definitely an old one
after some testing the lambert shader is something I had injected into an old hod, so no issue there. I still have one more to test with that isn’t working and see if it was something that was an experiment. all of the other hods were generated from the RDN maya tools so they converted well. subsystems are next on my list and they exported fine
speaking of shadow buffer, A lot of the ships had goblins that sat on top of the other geometry, is this worth correcting and making a single continuous mesh for both visual quality and performance? it also looks like when a ship comes through RODOH -> HODOR that the lighting is calculated differently than old hods, I’ll try to post side by side screens.
as for the size of ships… yeah it also screws with collision, the ships start about 15km above or below the map. Just to get them to ‘participate’ the thruster speed is the same as the main engine speed, works fine on bigger maps though
Some of my attempts to set up cool screenshots have made it clear that ships don’t seem to cast a shadow if they’re behind the camera? It seems to be a somewhat fuzzy rule. I can imagine it’s needed for performance, but it’s a bit disappointing. Makes some fun ideas perhaps unworkable
If it doesn’t draw, it doesn’t cast a shadow. Though, I had that in my ‘back log’ of stuff to add as a toggle - an extra pass to gather invisible but ‘shadow involved’ meshes to draw up to some fair distance off-camera.
It never hurts to revisit meshes for performance If your goblins can be merged clean - you may want to A/B test to see what you think.
Lighting would be different - because RDN tools had a different set of logic for smoothing and tangent/binormals. In that, they didn’t do tan/binormals at all (didn’t support Normal mapping out of the box). If you were getting bi-norms, I think that was mostly CfHodEdTanget? Or something similar? So yeah, normals/lighting may vary, a bit.